Ascended Gear Math

Ascended Gear Math

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Barfoi.9537

Barfoi.9537

@Sir

With traits (inc. access to Fury), consumables, and so forth, Valk w/ the rest Berserker already gives me roughly 90% crit-chance (with exotic). I don’t see why full Berserker wouldn’t hit (roughly) 100%.

Ascended Gear Math

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

@Sir

With traits (inc. access to Fury), consumables, and so forth, Valk w/ the rest Berserker already gives me roughly 90% crit-chance (with exotic). I don’t see why full Berserker wouldn’t hit (roughly) 100%.

Can you kindly go here and recreate the build? Thank you.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

Ascended Gear Math

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Posted by: Barfoi.9537

Barfoi.9537

Can you kindly go here and recreate the build? Thank you.

Hmm? If you wanted 100% crit-chance on Berserker:
http://en.gw2skills.net/editor/?fYAQJAqKkI2e0TAAAvHkFAAA-jgBBYfBkIAIzsIasVRFRjVXDT5iIqWKgRFGB-e

76% base + 20% (fury) + 5% (keen) passive already goes over 100%. You can add more with on-kill sigil, or if P/P, Combo Critical easily gives another 5%. With full exotic, it’d still probably be very possible.

For my Valk, my base is 63% with cheap consumables, and fury + keen would put it at 88%, and if I wanted, combo-critical would put it over 90%. 5% crit-chance sigil is used, however, and other sacrifices have been made for survivability.

Ascended Gear Math

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Posted by: Erebus.9276

Erebus.9276

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

In the game.
90%
+5%
+7%

102%

Casual Dungeon Thief

Card ~> Thief | Casual Card ~> Mesmer

(edited by Erebus.9276)

Ascended Gear Math

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Posted by: Barfoi.9537

Barfoi.9537

@Ereb

Doh, forgot about using a signet for precision. ;P

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Posted by: Viking Jorun.5413

Viking Jorun.5413

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

In the game.
90%
+5%
+7%

102%

Er… Practiced Tolerance converts precision into vitality, and doesn’t add 7% onto your crit chance…

Ascended Gear Math

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Posted by: Erebus.9276

Erebus.9276

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

In the game.
90%
+5%
+7%

102%

Er… Practiced Tolerance converts precision into vitality, and doesn’t add 7% onto your crit chance…

Fixed it. 102%.

Casual Dungeon Thief

Card ~> Thief | Casual Card ~> Mesmer

Ascended Gear Math

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Posted by: Viking Jorun.5413

Viking Jorun.5413

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

In the game.
90%
+5%
+7%

102%

Er… Practiced Tolerance converts precision into vitality, and doesn’t add 7% onto your crit chance…

Fixed it. 102%.

Much better

IMO, assassin’s gear is more for when you want to reach that high precision while still being able to equip some Valkyrie and Cavalier gear, giving you high crit chance as well as decent survivability.

Ascended Gear Math

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Posted by: Erebus.9276

Erebus.9276

You get over 100% crit chance with bersekers.

Adding assassin is only useful if you are not already at 100%.

Redundant.

Where’s the math?

In the game.
90%
+5%
+7%

102%

Er… Practiced Tolerance converts precision into vitality, and doesn’t add 7% onto your crit chance…

Fixed it. 102%.

Much better

IMO, assassin’s gear is more for when you want to reach that high precision while still being able to equip some Valkyrie and Cavalier gear, giving you high crit chance as well as decent survivability.

Right.. which is why I think the labels are wrong in the op.

Casual Dungeon Thief

Card ~> Thief | Casual Card ~> Mesmer

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Can you kindly go here and recreate the build? Thank you.

Hmm? If you wanted 100% crit-chance on Berserker:
http://en.gw2skills.net/editor/?fYAQJAqKkI2e0TAAAvHkFAAA-jgBBYfBkIAIzsIasVRFRjVXDT5iIqWKgRFGB-e

76% base + 20% (fury) + 5% (keen) passive already goes over 100%. You can add more with on-kill sigil, or if P/P, Combo Critical easily gives another 5%. With full exotic, it’d still probably be very possible.

With Full exotic ‘zerker, you can only get to max 95% with curry + signet + fury, but still, that’s like 24/7 crit hits.

For my Valk, my base is 63% with cheap consumables, and fury + keen would put it at 88%, and if I wanted, combo-critical would put it over 90%. 5% crit-chance sigil is used, however, and other sacrifices have been made for survivability.

This is interesting.

@OP

I think the problem started here;

2051 Precision is 59% Crit Chance, 2072 Precision is 60 Crit Chance. Adding 3 precision infusions should be better than adding none, but we’ll have to check and make sure.

According to the builder, 2086 = 60%, that means, you need to add 5 Precision infusions which will affect your damage output.

Thanks for the help guys, it’s hard to picture it without the math.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Tremain.4623

Tremain.4623

I want part two!